Except for the purposes of reviews, reproduction without the written permission of 93 Games Studio is expressly forbidden. No part of this publication may bereproduced, by any form or by any means, without the prior written permission of 93 Games Studio. Character sheets and other game aids contained in this book may be reproduced for personal use. All characters, names, places and text herein are copyright by 93 Games Studio.

Twilight: 2013 is based on Twilight: 2000 by Game Designers’ Workshop, and is published under license. The mention of or reference to any company or product in this product is not a challenge to any trademark or copyright concerned.

NPC Name Quality Category

Age Gender Hair Color Eye Color Height Weight Handedness

Nationality Occupation/MOS/Position Rank Langauges

Name Your character receives 6 points in the Language cas-

cade for his native language. You also may distribute (6 + Quality Cognition) skill points among the following skills, with no Nationality more than 3 points in any one skill: MOS/Position Skill Points Final Rank Agriculture Handedness Animal Husbandry Langauges Aquatics/SCUBA Archery Artisan (any cascade) Aviation1. Attribute Scores Climbing Command Roll 2d6–1 seven times, recording each die result. Then Computing/Programmingallocate the seven results as you see fit. Assign a default Constructionvalue of 6 to Education to represent a high school diplomaor the equivalent. You may voluntarily remove up to 5 Deceptionpoints from Education, applying each removed point to Driving/Heavy, /Motorcycleanother attribute. You may not increase any attribute Electronicsabove 10 in this manner. Fieldcraft If the total of these seven values is less than 40, add Hand-to-Hand/Grapplingpoints as you see fit to bring the total up to 40. You may Hand Weapons/Grapplingnot increase any attribute above 8 in this manner. Instruction Alternatively, Start with a pool of 52 attribute points (we Intimidationrecommend 48 points for green characters, 56 points for Language (any cascade)experienced ones, 60 points for veterans, and 65 points as Longarman elite) and distribute them as you see fit, with at least Mechanicsone point in each. At this stage of character creation, Edu-cation cannot have a value higher than 6 and no other at- Medicinetribute can exceed 10. Mounts Performance (any cascade) Persuasion Attribute Initial Modifiers Value Security Awareness Sidearm Cognition Streetcraft Coordination Fitness NOTE: Unless otherwise specified in the phase’s Spe- cial Rules entry, each year of a life path phase provides Muscle 1 personal skill point (for example, a phase that lasts 4 Personality years provides 4 personal skill points). You may not use personal skill points to raise any skill above a value of 15. Resolve You may spend personal skill points on any skill except Education Artillery, Gunnery, Special Equipment, Special Vehicle, CUF and Support Weapons. Any restrictions on spending a phase’s professional skill points do not apply to personal OODA skill points. In addition, you may spend 5 personal skill points to in-Initial CUF value is equal to (Resolve / 2). crease any attribute by 1. If necessary, you may “save up”Initial OODA value is equal to (Awareness / 2). personal skill points over multiple phases to make such a purchase. You may not raise Education above 7 in this manner, nor any other attribute above 9.3. Lifepaths 4. Skills

Last Year Benefits Special Rules Hazardous Duty Rank Equipment Dice Rads At the end of every phase that grants Rank, you must deter- mine whether your character earns a promotion. This requires an attribute check with a penalty equal to 2 plus your charac- ter’s current Rank.6. Fatigue Thresholds 10. Carrying Capacity

Whenever a character reaches or exceeds a threshold age during a phase,

you must make one or more aging rolls against the possibility of attributeloss. The above table defines threshold ages. You must roll 1d10 for eachattribute. Your character loses 1 point in each attribute for which the cor-responding die result is less than or equal to the listed number.NOTESCHARACTER DOSSIERCharacter Name Player Name

NPC Name Quality Category

Age Gender Hair Color Eye Color Height Weight Handedness

Nationality Occupation/MOS/Position Rank Langauges

Name Your character receives 6 points in the Language cas-

cade for his native language. You also may distribute (6 + Quality Cognition) skill points among the following skills, with no Nationality more than 3 points in any one skill: MOS/Position Skill Points Final Rank Agriculture Handedness Animal Husbandry Langauges Aquatics/SCUBA Archery Artisan (any cascade) Aviation1. Attribute Scores Climbing Command Roll 2d6–1 seven times, recording each die result. Then Computing/Programmingallocate the seven results as you see fit. Assign a default Constructionvalue of 6 to Education to represent a high school diplomaor the equivalent. You may voluntarily remove up to 5 Deceptionpoints from Education, applying each removed point to Driving/Heavy, /Motorcycleanother attribute. You may not increase any attribute Electronicsabove 10 in this manner. Fieldcraft If the total of these seven values is less than 40, add Hand-to-Hand/Grapplingpoints as you see fit to bring the total up to 40. You may Hand Weapons/Grapplingnot increase any attribute above 8 in this manner. Instruction Alternatively, Start with a pool of 52 attribute points (we Intimidationrecommend 48 points for green characters, 56 points for Language (any cascade)experienced ones, 60 points for veterans, and 65 points as Longarman elite) and distribute them as you see fit, with at least Mechanicsone point in each. At this stage of character creation, Edu-cation cannot have a value higher than 6 and no other at- Medicinetribute can exceed 10. Mounts Performance (any cascade) Persuasion Attribute Initial Modifiers Value Security Awareness Sidearm Cognition Streetcraft Coordination Fitness NOTE: Unless otherwise specified in the phase’s Spe- cial Rules entry, each year of a life path phase provides Muscle 1 personal skill point (for example, a phase that lasts 4 Personality years provides 4 personal skill points). You may not use personal skill points to raise any skill above a value of 15. Resolve You may spend personal skill points on any skill except Education Artillery, Gunnery, Special Equipment, Special Vehicle, CUF and Support Weapons. Any restrictions on spending a phase’s professional skill points do not apply to personal OODA skill points. In addition, you may spend 5 personal skill points to in-Initial CUF value is equal to (Resolve / 2). crease any attribute by 1. If necessary, you may “save up”Initial OODA value is equal to (Awareness / 2). personal skill points over multiple phases to make such a purchase. You may not raise Education above 7 in this manner, nor any other attribute above 9.3. Lifepaths 4. Skills

Last Year Benefits Special Rules Hazardous Duty Rank Equipment Dice Rads At the end of every phase that grants Rank, you must deter- mine whether your character earns a promotion. This requires an attribute check with a penalty equal to 2 plus your charac- ter’s current Rank.6. Fatigue Thresholds 10. Carrying Capacity

Whenever a character reaches or exceeds a threshold age during a phase,

you must make one or more aging rolls against the possibility of attributeloss. The above table defines threshold ages. You must roll 1d10 for eachattribute. Your character loses 1 point in each attribute for which the cor-responding die result is less than or equal to the listed number.NOTESCHARACTER DOSSIERCharacter Name Player Name

NPC Name Quality Category

Age Gender Hair Color Eye Color Height Weight Handedness

Nationality Occupation/MOS/Position Rank Langauges

Name Your character receives 6 points in the Language cas-

cade for his native language. You also may distribute (6 + Quality Cognition) skill points among the following skills, with no Nationality more than 3 points in any one skill: MOS/Position Skill Points Final Rank Agriculture Handedness Animal Husbandry Langauges Aquatics/SCUBA Archery Artisan (any cascade) Aviation1. Attribute Scores Climbing Command Roll 2d6–1 seven times, recording each die result. Then Computing/Programmingallocate the seven results as you see fit. Assign a default Constructionvalue of 6 to Education to represent a high school diplomaor the equivalent. You may voluntarily remove up to 5 Deceptionpoints from Education, applying each removed point to Driving/Heavy, /Motorcycleanother attribute. You may not increase any attribute Electronicsabove 10 in this manner. Fieldcraft If the total of these seven values is less than 40, add Hand-to-Hand/Grapplingpoints as you see fit to bring the total up to 40. You may Hand Weapons/Grapplingnot increase any attribute above 8 in this manner. Instruction Alternatively, Start with a pool of 52 attribute points (we Intimidationrecommend 48 points for green characters, 56 points for Language (any cascade)experienced ones, 60 points for veterans, and 65 points as Longarman elite) and distribute them as you see fit, with at least Mechanicsone point in each. At this stage of character creation, Edu-cation cannot have a value higher than 6 and no other at- Medicinetribute can exceed 10. Mounts Performance (any cascade) Persuasion Attribute Initial Modifiers Value Security Awareness Sidearm Cognition Streetcraft Coordination Fitness NOTE: Unless otherwise specified in the phase’s Spe- cial Rules entry, each year of a life path phase provides Muscle 1 personal skill point (for example, a phase that lasts 4 Personality years provides 4 personal skill points). You may not use personal skill points to raise any skill above a value of 15. Resolve You may spend personal skill points on any skill except Education Artillery, Gunnery, Special Equipment, Special Vehicle, CUF and Support Weapons. Any restrictions on spending a phase’s professional skill points do not apply to personal OODA skill points. In addition, you may spend 5 personal skill points to in-Initial CUF value is equal to (Resolve / 2). crease any attribute by 1. If necessary, you may “save up”Initial OODA value is equal to (Awareness / 2). personal skill points over multiple phases to make such a purchase. You may not raise Education above 7 in this manner, nor any other attribute above 9.3. Lifepaths 4. Skills

Last Year Benefits Special Rules Hazardous Duty Rank Equipment Dice Rads At the end of every phase that grants Rank, you must deter- mine whether your character earns a promotion. This requires an attribute check with a penalty equal to 2 plus your charac- ter’s current Rank.6. Fatigue Thresholds 10. Carrying Capacity

Whenever a character reaches or exceeds a threshold age during a phase,

you must make one or more aging rolls against the possibility of attributeloss. The above table defines threshold ages. You must roll 1d10 for eachattribute. Your character loses 1 point in each attribute for which the cor-responding die result is less than or equal to the listed number.NOTES